}
#endif // SVQC
#ifdef MENUQC
+#include <common/weapons/weapon/rifle.qh>
+#include <common/mutators/mutator/overkill/okmachinegun.qh>
+
METHOD(AmmoBuff, describe, string(AmmoBuff this))
{
TC(AmmoBuff, this);
return sprintf(_("The %s gives you infinite ammo until the buff expires, so you don't need to worry about running out of ammo\n\n"
- "It also removes the need to reload any weapons that require reloading"),
- COLORED_NAME_WITH_CONCAT(this, _("Buff")));
+ "It also removes the need to reload any weapons that require reloading, like the %s and %s"),
+ COLORED_NAME_WITH_CONCAT(this, _("Buff")), COLORED_NAME(WEP_RIFLE), COLORED_NAME(WEP_OVERKILL_MACHINEGUN));
}
#endif // MENUQC
METHOD(JumpBuff, describe, string(JumpBuff this))
{
TC(JumpBuff, this);
- return sprintf(_("The %s greatly increases your jump height, while the buff is active\n\nIt also makes you immune to fall damage"),
+ return sprintf(_("The %s greatly increases your jump height, while the buff is active\n\n"
+ "It also makes you immune to fall damage"),
COLORED_NAME_WITH_CONCAT(this, _("Buff")));
}
#endif // MENUQC
{
TC(SwapperBuff, this);
return sprintf(_("The %s allows you to press the ^3drop weapon^7 bind to switch places with a nearby enemy once\n\n"
- "A common usage of this buff is to jump over the map's void, then swap with an enemy, to cause them to fall into the void"),
+ "A common usage of this buff is to jump over the map's void, then swap with an enemy, to cause them to fall into the void\n\n"
+ "The range that the buff works over is limited, so sometimes it may do nothing if there are no enemies nearby"),
COLORED_NAME_WITH_CONCAT(this, _("Buff")));
}
#endif // MENUQC
}
#endif // SVQC
#ifdef MENUQC
+#include "vengeance.qh"
+
METHOD(VampireBuff, describe, string(VampireBuff this))
{
TC(VampireBuff, this);
- return sprintf(_("The %s converts some of the damage you deal to enemies and monsters into health for yourself, until the buff expires"),
- COLORED_NAME_WITH_CONCAT(this, _("Buff")));
+ return sprintf(_("The %s converts some of the damage you deal to enemies and monsters into health for yourself, until the buff expires\n\n"
+ "In some sense, this is the opposite of the %s"),
+ COLORED_NAME_WITH_CONCAT(this, _("Buff")), COLORED_NAME_WITH_CONCAT(BUFF_VENGEANCE, _("Buff")));
}
#endif // MENUQC
}
#endif // SVQC
#ifdef MENUQC
+#include "vampire.qh"
+
METHOD(VengeanceBuff, describe, string(VengeanceBuff this))
{
TC(VengeanceBuff, this);
- return sprintf(_("The %s reciprocates a portion of the damage enemies deal to you onto them, until the buff expires"),
- COLORED_NAME_WITH_CONCAT(this, _("Buff")));
+ return sprintf(_("The %s reciprocates a portion of the damage enemies deal to you onto them, until the buff expires\n\n"
+ "In some sense, this is the opposite of the %s"),
+ COLORED_NAME_WITH_CONCAT(this, _("Buff")), COLORED_NAME_WITH_CONCAT(BUFF_VAMPIRE, _("Buff")));
}
#endif // MENUQC
}
#endif // CSQC
#ifdef MENUQC
+#include "darkness.qh"
+
METHOD(DarknessNade, describe, string(DarknessNade this))
{
TC(DarknessNade, this);
- return sprintf(_("The %s detonates after a short delay, creating a dark field which temporarily blinds enemies who enter it"),
- COLORED_NAME(this));
+ return sprintf(_("The %s detonates after a short delay, creating a dark field which temporarily blinds enemies who enter it\n\n"
+ "This is sort of the opposite of the %s"),
+ COLORED_NAME(this), COLORED_NAME(NADE_TYPE_VEIL));
}
#endif // MENUQC
METHOD(TranslocateNade, describe, string(TranslocateNade this))
{
TC(TranslocateNade, this);
- return sprintf(_("The %s detonates after a short delay, teleporting you to where it detonated"),
+ return sprintf(_("The %s detonates after a short delay, teleporting you to where it detonated\n\n"
+ "A common use of this nade is saving yourself from the void in space maps, however mastering this is very tricky\n\n"
+ "If this grenade is destroyed by an attacker, it will deal some damage to them"),
COLORED_NAME(this));
}
#endif // MENUQC
}
#endif // SVQC
#ifdef MENUQC
+#include "darkness.qh"
+
METHOD(VeilNade, describe, string(VeilNade this))
{
TC(VeilNade, this);
- return sprintf(_("The Veil grenade detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. "
- "Players inside the orb will be invisible to those outside it"),
- COLORED_NAME(this));
+ return sprintf(_("The %s detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. "
+ "Players inside the orb will be invisible to those outside it\n\n"
+ "This is sort of the opposite of the %s"),
+ COLORED_NAME(this), COLORED_NAME(NADE_TYPE_DARKNESS));
}
#endif // MENUQC